Merge branch 'master' of https://github.com/j3oss/evol-assets
This commit is contained in:
@@ -0,0 +1,6 @@
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#ifndef EV_GLSL_CONSTANTS_H
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#define EV_GLSL_CONSTANTS_H
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#define PI 3.1415926538
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#endif
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@@ -0,0 +1,22 @@
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#ifndef EV_GLSL_SRGB_OPS_H
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#define EV_GLSL_SRGB_OPS_H
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vec4 LinearToSRGB(vec4 linearRGB)
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{
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bvec4 cutoff = lessThan(linearRGB, vec4(0.0031308));
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vec4 higher = vec4(1.055)*pow(linearRGB, vec4(1.0/2.4)) - vec4(0.055);
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vec4 lower = linearRGB * vec4(12.92);
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return mix(higher, lower, cutoff);
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}
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vec4 SRGBToLinear(vec4 sRGB)
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{
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bvec4 cutoff = lessThan(sRGB, vec4(0.04045));
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vec4 higher = pow((sRGB + vec4(0.055))/vec4(1.055), vec4(2.4));
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vec4 lower = sRGB/vec4(12.92);
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return mix(higher, lower, cutoff);
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}
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#endif
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@@ -0,0 +1,26 @@
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#ifndef EV_GLSL_TYPES_H
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#define EV_GLSL_TYPES_H
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struct Material {
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vec4 baseColor;
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uint albedoTexture;
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uint normalTexture;
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float metallicFactor;
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float roughnessFactor;
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uint metallicRoughnessTexture;
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vec4 emissiveFactor;
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uint emissiveTexture;
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};
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struct Vertex {
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vec4 position;
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vec4 normal;
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vec2 uv[2];
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vec4 tangent;
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vec4 bitangent; // No longer needed. // TODO remove
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};
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#endif
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+114
-26
@@ -1,16 +1,9 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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struct Material {
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vec4 baseColor;
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uint albedoTexture;
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uint normalTexture;
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float metallicFactor;
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float roughnessFactor;
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uint metallicRoughnessTexture;
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};
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#include <shaders://_builtins/types.glsl>
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#include <shaders://_builtins/constants.glsl>
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#include <shaders://_builtins/srgb_ops.glsl>
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struct Light {
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vec3 color;
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@@ -21,7 +14,7 @@ struct Scene {
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uint lightsCount;
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};
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vec3 directional_light = vec3(1.0);
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vec3 pointLightColor = vec3(1.0, 1.0, 1.0);
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layout( push_constant ) uniform constants
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{
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@@ -45,35 +38,130 @@ layout(set = 2, binding = 3) buffer MaterialBuffer {
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layout(set = 2, binding = 4) uniform sampler2D texSampler[];
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layout(location = 0) in vec2 uv;
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layout(location = 1) smooth in mat3 TBN;
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 uv;
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layout(location = 2) in vec3 cameraPos;
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layout(location = 3) in vec3 pointLightPos;
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layout(location = 4) smooth in mat3 TBN;
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layout(location = 0) out vec4 outColor;
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void main() {
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float DistributionGGX(vec3 N, vec3 H, float a)
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{
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float a2 = a*a;
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float NdotH = max(dot(N,H),0.0);
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float NdotH2 = NdotH*NdotH;
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num/denom;
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}
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float GeometrySchlickGGX(float NdotV, float k)
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{
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float k)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx1 = GeometrySchlickGGX(NdotV, k);
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float ggx2 = GeometrySchlickGGX(NdotL, k);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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void main()
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{
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Material material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ];
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vec3 albedo;
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float alpha;
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if(material.albedoTexture == 0) {
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albedo = material.baseColor.xyz;
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} else {
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vec4 sampledColor = texture(texSampler[material.albedoTexture], uv);
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if(sampledColor.a < 0.5) {
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discard;
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}
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albedo = sampledColor.rgb;
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alpha = sampledColor.a;
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}
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vec3 out_normal;
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if(material.normalTexture == 0) {
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out_normal = TBN[2].xyz;
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} else {
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vec3 sampled_normal = texture(texSampler[material.normalTexture], uv).rgb;
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vec3 sampled_normal = LinearToSRGB(texture(texSampler[material.normalTexture], uv)).rgb;
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sampled_normal = 2.0 * sampled_normal - vec3(1.0);
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out_normal = normalize(TBN * sampled_normal);
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}
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float intensity = dot(out_normal, normalize(directional_light)) + 0.2;
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vec3 inColor;
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if(material.albedoTexture == 0) {
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inColor = material.baseColor.xyz;
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float metallicFactor;
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float roughnessFactor;
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float ao;
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if(material.metallicRoughnessTexture == 0) {
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metallicFactor = material.metallicFactor;
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roughnessFactor = material.roughnessFactor;
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} else {
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inColor = texture(texSampler[material.albedoTexture], uv).xyz;
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vec4 sampled_mr = LinearToSRGB(texture(texSampler[material.metallicRoughnessTexture], uv));
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ao = sampled_mr.r;
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roughnessFactor = sampled_mr.g;
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metallicFactor = sampled_mr.b;
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}
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outColor = vec4(inColor * intensity, 1.0);
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// outColor = vec4(inColor, 1.0);
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// outColor = vec4(vec3(intensity), 1.0);
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// outColor = vec4(out_normal, 1.0);
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vec3 emissiveness;
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if(material.emissiveTexture == 0) {
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emissiveness = vec3(0.0);
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} else {
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emissiveness = texture(texSampler[material.emissiveTexture], uv).rgb;
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emissiveness *= material.emissiveFactor.xyz;
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}
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float lightIntensity = 2.0;
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vec3 V = normalize(cameraPos - position);
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vec3 L = normalize(pointLightPos - position);
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vec3 H = normalize(V + L);
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vec3 N = out_normal;
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float distance = length(pointLightPos - position);
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance = pointLightColor * attenuation * lightIntensity;
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallicFactor);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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float NDF = DistributionGGX(N, H, roughnessFactor);
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float G = GeometrySmith(N, V, L, roughnessFactor);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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vec3 specular = numerator / max(denominator, 0.001);
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallicFactor;
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float NdotL = max(dot(N, L), 0.0);
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vec3 Lo = (kD * albedo / PI + specular) * radiance * NdotL;
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vec3 ambient = vec3(0.03) * albedo * ao;
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vec3 color = ambient + Lo;
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color += emissiveness;
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color = color / (color + vec3(1.0));
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outColor = vec4(color, alpha);
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}
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+15
-21
@@ -1,24 +1,7 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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struct Material {
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vec4 baseColor;
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uint albedoTexture;
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uint normalTexture;
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float metallicFactor;
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float roughnessFactor;
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uint metallicRoughnessTexture;
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};
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struct Vertex {
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vec4 position;
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vec4 normal;
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vec2 uv[2];
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vec4 tangent;
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vec4 bitangent; // No longer needed. // TODO remove
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};
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#include <shaders://_builtins/types.glsl>
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struct Light {
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vec3 color;
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@@ -60,8 +43,13 @@ layout(set = 2, binding = 2) buffer IndexBuffer {
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layout(set = 2, binding = 4) uniform sampler2D texSampler[];
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layout(location = 0) out vec2 uv;
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layout(location = 1) smooth out mat3 TBN;
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layout(location = 0) out vec3 position;
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layout(location = 1) out vec2 uv;
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layout(location = 2) out vec3 cameraPos;
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layout(location = 3) out vec3 lightPos;
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layout(location = 4) smooth out mat3 TBN;
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vec4 pointLightPos = vec4(0.0, 2.0, 0.0, 1.0);
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void main()
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{
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@@ -79,5 +67,11 @@ void main()
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/* vec3 B = normalize(cross(N, T)); */
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TBN = mat3(T, B, N);
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gl_Position = Camera.projection * Camera.view * PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0);
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mat4 VP = Camera.projection * Camera.view;
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mat4 MVP = VP * PushConstants.render_matrix;
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gl_Position = MVP * vec4(vertex.position.xyz, 1.0);
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position = (PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0)).xyz;
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cameraPos = inverse(Camera.view)[3].xyz;
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/* lightPos = (pointLightPos).xyz; */
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lightPos = cameraPos;
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}
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